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Author Topic:   A couple of scripts
golasido posted 08-18- 08:10 AM CT (US)   Click Here to See the Profile for golasido   Click Here to Email golasido  
Ok, in my game I want to make it so that Dink will be able to pick up and use weapons.
Exapmle: One part in my game, there is a secret room in which there is an axe stuck in a rock. I want to make it so that when you walk up to the axe and press the space bar, it will give you the choice of taking the axe or leaving. If you choose to take the (throwing)axe, I want Dink to have it in his inventory and ready to use.

It's a big favor, but could someone give me the script for this entire procedure? I you do I'll be sure to put a thank you to you on my credits at the end of my D-Mod. It's not much, but this is a major part of my game.-golasido

golasido posted 08-18- 08:13 AM CT (US)     Click Here to See the Profile for golasido  Click Here to Email golasido     
By the way, does anyone know where to get more characters for my D-Mod?
joshriot posted 08-18- 09:32 PM CT (US)     Click Here to See the Profile for joshriot  Click Here to Email joshriot     
you can try downloading a bunch of dmods to find new characters, i dont know any web paged where you could find them. to get an axe
add_item("item-axe",438, 6);
but you will need more to make sure you have room for the item
int &junk = free_items();
if (&junk < 1)
{
choice_start()
set_y 240
title_start();
you dont have room
title_end();
"okay"
choice_end()
return;
}
you need to set up a menu to choose if you want to take the axe or not. it would be easier if it didnt give you a choice and made it so it just gives you the axe when you examine it. then after that you could put somthing like
say("`0I HAVE THE THROWING AXE", 1);
playsound(22,22050,0,0,0);;
but if you must make a choice menu to fit with your story i believe the dinkc.txt contains instructions on making a choice menu. the best way to learn scripting is to unzip the source codes and play around with them.
joshriot posted 08-18- 09:33 PM CT (US)     Click Here to See the Profile for joshriot  Click Here to Email joshriot     
say("`0"I HAVE THE THROWING AXE", 1);
Gerben posted 08-21- 04:05 AM CT (US)     Click Here to See the Profile for Gerben  Click Here to Email Gerben     
Put this in the script you attach to the axe in stone graphic:

Void talk(void)
{
choice_start()
set_y 240
title_start();
There is a beautiful axe here!
You should be able to pull it out!
title_end();
"Take the axe."
"Leave it."
choice_end()
If (&result == 1)
{
int &junk = free_items();
if (&junk < 1)
{
choice_start()
set_y 240
title_start();
you do not have room
title_end();
"okay"
choice_end()
wait(300);
say("I should make room in my inventory first!", 1);
return;
}
say("I have the axe!", 1);
playsound(22,22050,0,0,0);
add_item("item-axe",438, 6);
}

If (&result == 2);
{
say("Maybe I´ll come back for it later", 1);
}
}

That should do the trick.... By the way I copied Joshriot´s text into this so you should put him in the credits :-)

Gerben posted 08-21- 04:10 AM CT (US)     Click Here to See the Profile for Gerben  Click Here to Email Gerben     
Oh, but you want more. Check out the start-1.c script. It might be another one, but you will find this. I have not got my scripts here so I cannot check it for you.

At the bottom it should say something about Dink equipping his fists, to start with in the game. Find this scripting part and edit it to give him the axe. Next put this under the bit where he gets the axe in the script above. Sorry I could not check it for you, but I have not got the game installed on this computer.

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